Monday 19 May 2008

LEEEEERRRROOOYYYYY JEEENNNKIIIINNNNSSSS!!!



So, I'm meant to be talking about online gaming communities. The problem is, despite the fact that I have a lot of experience of online communities and I've studied them before, I have little to no experience of them in a gaming context. I don't play anything like World of Warcraft or Ultima Online. I don't play games anywhere near enough to justify investing the amount of time a subscription based game would require (not to mention the cost involved). Also, of the games I do play, I don't really play online. However, I do know people who have been involved in these games. I even have a friend who met her partner through WoW.

The attraction of these games is obviously the fact that they offer an experience that a single player game can't. The experience of playing with humans. In its simplest form, this is just the fact that, no matter how well a game is written, your opponents can never be as interesting as a real human opponent. The simplest example I can think of is playing Worms. The AI was rather uninventive, so while it could place a shot with almost pinpoint accuracy at times, and deliver maximum damage, it couldn't compare to the destructive power I could wield by using fairly suicidal tactics. Playing against people changes this. You get that inventiveness and unpredictability in your opponent.

And then there are the community games. Where the allure isn't that you're playing against people, but that you're playing with people. The co-operation element. That inventiveness and unpredictability is now on your side. And not only that, but the other players have to decide how co-operative they wish to be. In a normal online community, peace and harmony and working together doesn't have any reward other than itself. In a game, that co-operation is key. You have to work towards that common goal. But there can still be those of a mischievous or vindictive nature who decide to work against this. How the community then deals with this is another interesting facet of the experience.

Then there's the other layers of the interaction between the members of the community. You have the option within the game of merely keeping interaction to game-related things or you can take it further. A game community could become something very much outside of the game, where it's a community of its own, merely brought together because of the game. So another attraction is the idea that these communities can transcend what the game offers. Relationships are not limited to what is beneficial to progress in the game but can encompass whatever the members enjoy.

Then, there's the other side of an online community. The darker side. Antagonism and a lack of co-operation. In these instances, the game allows players to be more active in their reactions to these things. If someone antagonises their community, they aren't just given the option to ignore them or block what they say, they're able to fight them off. To counter antagonism with (at least simulated) physical repercussions. They allow you to actually punch a loudmouth in the face.

Gaming communities offer what other online communities do, but with attractive extras that the environment of a game allows. The players are engaging in a simulation and that simulation brings them together through shared ideals. But it can also cause them to clash as opposing ideals are inflamed by the ability to simulate conflicts as real engagements.

Thursday 15 May 2008

08/05/08 - 15/05/08


Haze: An interesting game. I've said before that I'm not a big fan of first person shooters and this hasn't really changed that. The concept is good and makes for an interesting experience, but it doesn't change the feel of the game enough that it stops being an FPS. I think I may have enjoyed the game more if the demo I played had allowed me to play the rebel missions as I found the way I could attack my allies much more interesting. Shooting a rebel while under the influence of nectar is nowhere near as fun and shooting out another soldier's nectar injector and watching them go crazy.

Saturday 3 May 2008

I don't want to talk about Lara Croft


I just looked through my collection of games to see which had female protagonists. Discarding any games that allowed you to select from a number of characters (such as Soulcalibur or Mortal Kombat), I was left with one. It's a game that came with my PS2 called "Red Ninja: End of Honour". I've barely played it as I found even the tutorial mode frustrating. Looking through the manual, one of your options is to use your power of "seduction". Thinking practically, if I were a ninja, I wouldn't dress the way she does. I think it might be hard to concentrate on sneaking up on people when you're worried about your breasts falling out.

There are two different gender issues in gaming. The gender of characters and the gender of players. And then of course there's the third issue of how these two interact. Of course, when I say "gender", I don't just mean whether a character or player is male or female, but the entire spectrum of gender. You can take this to the extreme and you'll end up with a character like Birdo, but that's unnecessary. A character like Samus Aran, doesn't sit definitely at one end of the gender spectrum. She's a very masculine character. She runs around in a big suit, shooting a big gun at big monsters. But take that away and she's very much (physically) an attractive, athletic, woman. Who can contort into a ball.

From a player perspective, when I have a choice, I tend to choose female characters. I will admit that this is usually from an aesthetic standpoint. Extended watching of a character such as Sophitia appeals to me far more than one like Astaroth. But looking deeper into things, female characters appeal to me more as they have more depth. In a male-dominated genre (especially in things like fighting games) the female characters have to be made more appealing in some way. They can't simply be made infeasibly strong and powerful, so more inventive routes are taken, resulting in better characters. Once again looking at Soulcalibur, the appeal of a character like Ivy is not just aesthetic, but in how her weaponry works and can be utilised in interesting ways.

Playing Fahrenheit gave me the opportunity to alternate between playing a male main character and a female one. I quite often chose to play as Carla when given the choice as I enjoyed the nature of the character and the possibilities I was given when playing her. However, as well written as the character was, the narration fell down at the end. For some reason it's decided that she needed a relationship plotline. This results in her telling Lucas she loves him (and subsequently having sex with him and becoming pregnant with his child) after only knowing him for a few days. This becomes even more preposterous if you factor in various other elements of the story, such as how she was previously pursuing him as a murder suspect. Not to mention the fact that Lucas' (ex-)girlfriend recently died and that (arguably) Lucas himself is actually dead!

This isn't so much just a symptom of games though. In every form of narrative media, a female protaganist, no matter how strong, will more often than not need a male counterpart. In the Fifth Element, Corben needs to tell Leeloo he loves her before she can destroy the evil entity. Ann Veronica's rebellion is only catalysed by her attraction to Capes (and is subsequently quelled by her marriage to him). Silk Spectre is nothing without Dr. Manhattan or Nite Owl. In a world where things are designed to sell, social norms are perpetuated. Fantasies are reinforced. You'd be surprised just how often this is the case. If you're a female character, you're going to end up sleeping with a dead guy.

So what about the issue of male players playing female characters and vice versa? Is this situation a real exploration of gender roles? Is the player using it as a tool to experiences alternate facets of their personality in a "safe" virtual environment? For some, this may be the case. Games are largely simulations. They are fantasy and wish fulfilment. The opportunity to be another character and to do things you can't do yourself. Whether this goes as far as gender crossing depends on the individual. For a game like Fahrenheit, the opportunity is to be a detective (as well as a fugitive), whether the fact that you're a female detective matters, is up to you. In a game like Metroid, for much of it the character isn't even identifiably female. There's not even the aesthetic differences that male and female characters usually have.

And there you have it. Gender representation in games works just the same as it does in other media. Games are made to sell and so they will follow along with what is wanted by who they're selling to. Gender is something personal to everyone, so how they experience the representations of it in games is just as personal. Extreme representations of gender in gaming will always happen as these work best in a fantastical scenario. No one wants to save the princess who could fight her own way out. No one wants to be the little girl with reasonable fighting skills, facing a huge monster.

And I did all that without once mentioning Lara Croft. Oh, damn.

Thursday 1 May 2008

25/04/08 - 02/05/08

Games I've been playing this week:

This week, I borrowed a couple of games from the IOCT. As I'd just studied violence in video games, I decided to choose a couple that were overtly violent.

Fahrenheit: Before I borrowed it from the IOCT, I'd never even heard of this game before. I have to say that I was very pleasantly surprised. I ended up somewhat addicted to it and after only borrowing it last Thursday, I've already completed it (in the sense that the story of the game is over, there's still a fair amount that I can still do with the game). Due to the fact that you control both the killer and the detectives trying to catch him, it makes for an interesting game, as you're essentially playing against yourself. You have to make decisions about how well you play each character in order to help yourself in the other roles you play. The game is fairly open in the style of play. You're taken through a story in quite a linear fashion (though the order in which you experience certain parts is up to you) but you still have a lot of freedom of choice about what exactly happens in the game. It's not as open as a game like GTA, but it's nowhere near as restrictive as a game like FFX.

The story is good, though there are certain parts where you have to suspend disbelief greatly as they can be rather fantastical. Where it really stands up is the characters. I found myself liking them and choosing what scenes to play first by which character I liked best. Another great part of the game is the atmospherics. Certain parts of the game I found very unnerving and I was genuinely unsettled, which made for a very immersive gaming experience.

The control system of the game is also very interesting. I've never encountered a game with a similar system. The way it forces you to do certain things that make it so that when your character has to make a physical effort, so do you, really adds to how you're sucked into the game. I found myself feeling slightly exhausted after prolonged sections where I had to do a lot of these challenges.

Overall, it's been a very enjoyable experience and I think it's likely I'll replay parts of the game even though I've finished the story. I've got the game for another week, but I may have to buy a copy of my own at some point.

True Crime: New York City: This game I didn't enjoy quite as much. It struck me as basically an alternate take on GTA, where you're a cop instead of a criminal. While the game can be enjoyable, it doesn't really add anything to the concept of GTA. Instead it loses something as the missions don't work well with causing mayhem, which is the most enjoyable part of the game. Also, it lacks the humour of GTA, which is really an integral part of the enjoyment of the game. One major criticism is the physics engine when you're driving. The cars are sometimes rather bouncy. I found myself bounced across a road into a pile of pedestrians when I hit a lamppost! One very good part of the game is the soundtrack, it provides a great range and has some great tracks available to listen to. It also allows you to decide which tracks you want to hear more of and which ones you don't want to hear at all. All in all, I'd still rather play any of the GTA series.